Re: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Ognjen Vukovic
No, but i am sure somebody is working on a script as we speak.

On Wed, Jan 13, 2016 at 11:26 PM, Ed Schiffer  wrote:

> isn't there a plugin to facilitate all these transforms already?!?
>
> On 6 November 2015 at 18:22, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.
>>
>> On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel  wrote:
>>
>>> When I'm forced to work in maya, I make a point to watch that video at
>>> least once every morning, and twice after every crash.. it keeps me insane
>>> ;)  which is perfect for working in maya
>>> G
>>>
>>> On 06/11/2015 09:50, Christian Keller wrote:
>>>
>>> That explains a lot ;)
>>>
>>> --
>>> Christian Keller
>>> Visual effects|direction
>>> m  +49 179 69 36 248
>>>
>>> chris3...@me.com
>>> Vimeo.com/channels/96149 
>>>
>>> Am 04.11.2015 um 17:43 schrieb Gerbrand Nel < 
>>> nagv...@gmail.com>:
>>>
>>> Agreed...
>>> Rather watch this.
>>> https://www.youtube.com/watch?v=KmtzQCSh6xk
>>> It makes more sense.
>>> G
>>> On 04/11/2015 18:13, Sebastien Sterling wrote:
>>>
>>> This is actually quite sickening to watch, but cheers Francois, at least
>>> we know what we are dealing with.
>>>
>>> On 4 November 2015 at 15:46, Francois Lord < 
>>> flordli...@gmail.com> wrote:
>>>
 Does this help?
 https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b


 On 2015-11-04 09:34, Byron Nash wrote:

> I'm trying to get some objects zero-ed out in Maya but keep running
> into what I assume is a paradigm difference between how Maya and Soft
> handle center points and transforms. In Soft, I can move the center/pivot
> and it will change the transform values. So, I can reset the center to be
> in the middle of the geometry and then zero the position to get the object
> to snap back to the world center or parent center. In Maya, moving the
> pivot does not seem to change the transform of the object when you move 
> the
> pivot. So I can't then zero the values and get the objects to return to
> zero. Sometimes, the object and it's center are clearly NOT at zero but
> that's what the values say. There are some Local Space/World space values
> in the attribute editor, but I can't figure out how to get things reset
> properly.
>
> Any help from a Softimage perspective is appreciated.
>


>>>
>>>
>>>
>>
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>>
>
>
>
> --
> www.edschiffer.com
>


Re: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Ed Manning
In Maya-land, 10 clicks or so to get something done *is* "simple."



On Thu, Jan 14, 2016 at 6:37 AM, Oliver Weingarten 
wrote:

> OMG,  really? I just watched that video and saw that "workaround" is
> officially shown without any shame?? Around 10 steps to change the
> "center", really??  It leaves me speechless and angry again, that this
> "industry standard" survived and Soft got doomed. A shame
>
>
>
> Am 14.01.2016 um 11:31 schrieb Ognjen Vukovic:
>
> No, but i am sure somebody is working on a script as we speak.
>
> On Wed, Jan 13, 2016 at 11:26 PM, Ed Schiffer 
> wrote:
>
>> isn't there a plugin to facilitate all these transforms already?!?
>>
>> On 6 November 2015 at 18:22, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.
>>>
>>> On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel < 
>>> nagv...@gmail.com> wrote:
>>>
 When I'm forced to work in maya, I make a point to watch that video at
 least once every morning, and twice after every crash.. it keeps me insane
 ;)  which is perfect for working in maya
 G

 On 06/11/2015 09:50, Christian Keller wrote:

 That explains a lot ;)

 --
 Christian Keller
 Visual effects|direction
 m  +49 179 69 36 248 <%2B49%20179%2069%2036%20248>

 chris3...@me.com
 Vimeo.com/channels/96149 

 Am 04.11.2015 um 17:43 schrieb Gerbrand Nel < 
 nagv...@gmail.com>:

 Agreed...
 Rather watch this.
 https://www.youtube.com/watch?v=KmtzQCSh6xk
 It makes more sense.
 G
 On 04/11/2015 18:13, Sebastien Sterling wrote:

 This is actually quite sickening to watch, but cheers Francois, at
 least we know what we are dealing with.

 On 4 November 2015 at 15:46, Francois Lord < 
 flordli...@gmail.com> wrote:

> Does this help?
> 
> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b
>
>
> On 2015-11-04 09:34, Byron Nash wrote:
>
>> I'm trying to get some objects zero-ed out in Maya but keep running
>> into what I assume is a paradigm difference between how Maya and Soft
>> handle center points and transforms. In Soft, I can move the center/pivot
>> and it will change the transform values. So, I can reset the center to be
>> in the middle of the geometry and then zero the position to get the 
>> object
>> to snap back to the world center or parent center. In Maya, moving the
>> pivot does not seem to change the transform of the object when you move 
>> the
>> pivot. So I can't then zero the values and get the objects to return to
>> zero. Sometimes, the object and it's center are clearly NOT at zero but
>> that's what the values say. There are some Local Space/World space values
>> in the attribute editor, but I can't figure out how to get things reset
>> properly.
>>
>> Any help from a Softimage perspective is appreciated.
>>
>
>



>>>
>>>
>>> --
>>> Portfolio 2013 
>>> Cinema & TV production
>>> Video Reel 
>>>
>>
>>
>>
>> --
>> www.edschiffer.com
>>
>
>
>


Re: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Oliver Weingarten
OMG,  really? I just watched that video and saw that "workaround" is 
officially shown without any shame?? Around 10 steps to change the 
"center", really??  It leaves me speechless and angry again, that this 
"industry standard" survived and Soft got doomed. A shame



Am 14.01.2016 um 11:31 schrieb Ognjen Vukovic:

No, but i am sure somebody is working on a script as we speak.

On Wed, Jan 13, 2016 at 11:26 PM, Ed Schiffer > wrote:


isn't there a plugin to facilitate all these transforms already?!?

On 6 November 2015 at 18:22, Pierre Schiller
> wrote:

HHAHAHHAHAHA. "twice after every crash", it "crashed me"
hahhahhahahha.

On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel
> wrote:

When I'm forced to work in maya, I make a point to watch
that video at least once every morning, and twice after
every crash.. it keeps me insane ;) which is perfect for
working in maya
G

On 06/11/2015 09:50, Christian Keller wrote:

That explains a lot ;)

-- 
Christian Keller

Visual effects|direction
m +49 179 69 36 248 

chris3...@me.com 
Vimeo.com/channels/96149 

Am 04.11.2015 um 17:43 schrieb Gerbrand Nel
>:


Agreed...
Rather watch this.
https://www.youtube.com/watch?v=KmtzQCSh6xk
It makes more sense.
G
On 04/11/2015 18:13, Sebastien Sterling wrote:

This is actually quite sickening to watch, but cheers
Francois, at least we know what we are dealing with.

On 4 November 2015 at 15:46, Francois Lord
> wrote:

Does this help?

https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b



On 2015-11-04 09:34, Byron Nash wrote:

I'm trying to get some objects zero-ed out in
Maya but keep running into what I assume is a
paradigm difference between how Maya and Soft
handle center points and transforms. In Soft, I
can move the center/pivot and it will change
the transform values. So, I can reset the
center to be in the middle of the geometry and
then zero the position to get the object to
snap back to the world center or parent center.
In Maya, moving the pivot does not seem to
change the transform of the object when you
move the pivot. So I can't then zero the values
and get the objects to return to zero.
Sometimes, the object and it's center are
clearly NOT at zero but that's what the values
say. There are some Local Space/World space
values in the attribute editor, but I can't
figure out how to get things reset properly.

Any help from a Softimage perspective is
appreciated.










-- 
Portfolio 2013 

Cinema & TV production
Video Reel 




-- 
www.edschiffer.com 







Re: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Mirko Jankovic
with Maya you workaround

with Softimage you work

thanks again AD for your workarounds

On Thu, Jan 14, 2016 at 1:29 PM, Ed Manning  wrote:

> In Maya-land, 10 clicks or so to get something done *is* "simple."
>
>
>
> On Thu, Jan 14, 2016 at 6:37 AM, Oliver Weingarten 
> wrote:
>
>> OMG,  really? I just watched that video and saw that "workaround" is
>> officially shown without any shame?? Around 10 steps to change the
>> "center", really??  It leaves me speechless and angry again, that this
>> "industry standard" survived and Soft got doomed. A shame
>>
>>
>>
>> Am 14.01.2016 um 11:31 schrieb Ognjen Vukovic:
>>
>> No, but i am sure somebody is working on a script as we speak.
>>
>> On Wed, Jan 13, 2016 at 11:26 PM, Ed Schiffer 
>> wrote:
>>
>>> isn't there a plugin to facilitate all these transforms already?!?
>>>
>>> On 6 November 2015 at 18:22, Pierre Schiller <
>>> activemotionpictu...@gmail.com> wrote:
>>>
 HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.

 On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel < 
 nagv...@gmail.com> wrote:

> When I'm forced to work in maya, I make a point to watch that video at
> least once every morning, and twice after every crash.. it keeps me insane
> ;)  which is perfect for working in maya
> G
>
> On 06/11/2015 09:50, Christian Keller wrote:
>
> That explains a lot ;)
>
> --
> Christian Keller
> Visual effects|direction
> m  +49 179 69 36 248 <%2B49%20179%2069%2036%20248>
>
> chris3...@me.com
> Vimeo.com/channels/96149 
>
> Am 04.11.2015 um 17:43 schrieb Gerbrand Nel < 
> nagv...@gmail.com>:
>
> Agreed...
> Rather watch this.
> https://www.youtube.com/watch?v=KmtzQCSh6xk
> It makes more sense.
> G
> On 04/11/2015 18:13, Sebastien Sterling wrote:
>
> This is actually quite sickening to watch, but cheers Francois, at
> least we know what we are dealing with.
>
> On 4 November 2015 at 15:46, Francois Lord < 
> flordli...@gmail.com> wrote:
>
>> Does this help?
>> 
>> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b
>>
>>
>> On 2015-11-04 09:34, Byron Nash wrote:
>>
>>> I'm trying to get some objects zero-ed out in Maya but keep running
>>> into what I assume is a paradigm difference between how Maya and Soft
>>> handle center points and transforms. In Soft, I can move the 
>>> center/pivot
>>> and it will change the transform values. So, I can reset the center to 
>>> be
>>> in the middle of the geometry and then zero the position to get the 
>>> object
>>> to snap back to the world center or parent center. In Maya, moving the
>>> pivot does not seem to change the transform of the object when you move 
>>> the
>>> pivot. So I can't then zero the values and get the objects to return to
>>> zero. Sometimes, the object and it's center are clearly NOT at zero but
>>> that's what the values say. There are some Local Space/World space 
>>> values
>>> in the attribute editor, but I can't figure out how to get things reset
>>> properly.
>>>
>>> Any help from a Softimage perspective is appreciated.
>>>
>>
>>
>
>
>


 --
 Portfolio 2013 
 Cinema & TV production
 Video Reel 

>>>
>>>
>>>
>>> --
>>> www.edschiffer.com
>>>
>>
>>
>>
>


RE: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
OK. So I could provide you with a more thorough explanation of the Maya pivot 
concept if you are interested. However, since Maya 2016 offers a new Bake Pivot 
Orientation command, after investigating this thing it looks like a good 
template for what ails the SI folks, regarding Maya pivots.

Drag and drop the following lines into a shelf of your choice to make a new MEL 
command.


ctxEditMode;
float $manipos[] = `manipMoveContext -q -position Move`;
FreezeTransformations;
ResetTransformations;
move -a -pcp -pgp -ws $manipos[0] $manipos[1] $manipos[2];
ctxEditMode;


Now, make a new object and hit the insert key to edit the pivot.

Move the pivot using the Move Tool.

Execute the above MEL command from your shelf.



If you are an SI person I’m confident that this is what you want Maya to do 
regarding pivots.

There are a couple CAVEATS with this really crude hack.

1.   It only works properly with the Move tool

2.   You must be in Edit Pivot mode

3.   If you execute it with Edit Pivot Mode off it will send the pivot to 
world center.

4.   It is not persistent like SI. You have to execute the MEL script every 
time you want to BAKE the “position” relative to the pivot.

5.   It will work with objects that are children of other objects.

6.   It generates input history that you will likely want to delete.

7.   If you use this you use at your own risk!

The point I’m trying to make is that what SI users want is doable with the 
current Maya interface. It’s just counter to the longstanding Maya workflow 
which was based upon TAV. But the structure appears to exist in Maya 2016 to 
permit it to function as SI users would like but with minimal extra effort.

Enjoy.



Hey Autodesk, if you are reading this, it would be nice if you could integrate 
pivot position baking into the new pivot orientation baking or at least 
duplicate the process for pivot position similar to what I’ve prototyped here. 
I took the core commands straight out of bakeCustomToolPivot.mel.  It could be 
modified to accommodate what the SI users want. I’d try to do it, and I think 
there are others here who most certainly could figure this out, but I think it 
would be far more reliable as an AD supported core feature. And one other 
thing, the Edit Pivot context needs to remain on. Currently Bake Pivot 
Orientation takes it out of pivot editing when executed, that’s an undesirable 
feature if I want to keep tweaking the pivot and its position. It’s already bad 
enough that I would have to repeat the position bake, but having to do that and 
reenter pivot edit as well is just more effort than necessary. Besides, I 
turned the pivot editing on, I want to decide when I turn it off.

--
Joey Ponthieux

__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Thursday, January 14, 2016 8:11 AM
To: softimage@listproc.autodesk.com
Subject: Re: Please explain Maya pivot points to a Softimage thinker

with Maya you workaround

with Softimage you work

thanks again AD for your workarounds

On Thu, Jan 14, 2016 at 1:29 PM, Ed Manning 
<etmth...@gmail.com<mailto:etmth...@gmail.com>> wrote:
In Maya-land, 10 clicks or so to get something done *is* "simple."



On Thu, Jan 14, 2016 at 6:37 AM, Oliver Weingarten 
<li...@pixelpanic.de<mailto:li...@pixelpanic.de>> wrote:
OMG,  really? I just watched that video and saw that "workaround" is officially 
shown without any shame?? Around 10 steps to change the "center", really??  It 
leaves me speechless and angry again, that this "industry standard" survived 
and Soft got doomed. A shame


Am 14.01.2016 um 11:31 schrieb Ognjen Vukovic:
No, but i am sure somebody is working on a script as we speak.

On Wed, Jan 13, 2016 at 11:26 PM, Ed Schiffer 
<edschif...@gmail.com<mailto:edschif...@gmail.com>> wrote:
isn't there a plugin to facilitate all these transforms already?!?

On 6 November 2015 at 18:22, Pierre Schiller 
<activemotionpictu...@gmail.com<mailto:activemotionpictu...@gmail.com>> wrote:
HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.

On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel 
<nagv...@gmail.com<mailto:nagv...@gmail.com>> wrote:
When I'm forced to work in maya, I make a point to watch that video at least 
once every morning, and twice after every crash.. it keeps me insane ;)  which 
is perfect for working in maya
G

On 06/11/2015 09:50, Christian Keller wrote:
That explains a lot ;)

--
Christian Keller
Visual effects|direction
m  +49 179 69 36 248<tel:%2B49%20179%2069%2036%20248>

chris3...@me.com<mailto:chris3...@me.com>
Vimeo.com/channels/96149<http://vimeo.

RE: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
You might be thinking of Dirk Bialluch’s Pivot Toolbox?

http://www.lightstorm3d.com/ls3d/?page_id=192


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ed Schiffer
Sent: Wednesday, January 13, 2016 6:27 PM
To: Softimage Mailing List
Subject: Re: Please explain Maya pivot points to a Softimage thinker

isn't there a plugin to facilitate all these transforms already?!?

On 6 November 2015 at 18:22, Pierre Schiller 
<activemotionpictu...@gmail.com<mailto:activemotionpictu...@gmail.com>> wrote:
HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.

On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel 
<nagv...@gmail.com<mailto:nagv...@gmail.com>> wrote:
When I'm forced to work in maya, I make a point to watch that video at least 
once every morning, and twice after every crash.. it keeps me insane ;)  which 
is perfect for working in maya
G

On 06/11/2015 09:50, Christian Keller wrote:
That explains a lot ;)

--
Christian Keller
Visual effects|direction
m  +49 179 69 36 248<tel:%2B49%20179%2069%2036%20248>

chris3...@me.com<mailto:chris3...@me.com>
Vimeo.com/channels/96149<http://vimeo.com/channels/96149>

Am 04.11.2015 um 17:43 schrieb Gerbrand Nel 
<nagv...@gmail.com<mailto:nagv...@gmail.com>>:
Agreed...
Rather watch this.
https://www.youtube.com/watch?v=KmtzQCSh6xk
It makes more sense.
G
On 04/11/2015 18:13, Sebastien Sterling wrote:
This is actually quite sickening to watch, but cheers Francois, at least we 
know what we are dealing with.

On 4 November 2015 at 15:46, Francois Lord 
<flordli...@gmail.com<mailto:flordli...@gmail.com>> wrote:
Does this help?
https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b


On 2015-11-04 09:34, Byron Nash wrote:
I'm trying to get some objects zero-ed out in Maya but keep running into what I 
assume is a paradigm difference between how Maya and Soft handle center points 
and transforms. In Soft, I can move the center/pivot and it will change the 
transform values. So, I can reset the center to be in the middle of the 
geometry and then zero the position to get the object to snap back to the world 
center or parent center. In Maya, moving the pivot does not seem to change the 
transform of the object when you move the pivot. So I can't then zero the 
values and get the objects to return to zero. Sometimes, the object and it's 
center are clearly NOT at zero but that's what the values say. There are some 
Local Space/World space values in the attribute editor, but I can't figure out 
how to get things reset properly.

Any help from a Softimage perspective is appreciated.






--
Portfolio 2013<http://be.net/3dcinetv>
Cinema & TV production
Video Reel<https://vimeo.com/3dcinetv/reel2012>



--
www.edschiffer.com<http://www.edschiffer.com>


Re: Please explain Maya pivot points to a Softimage thinker

2016-01-14 Thread Martin
what exactly do you want ? I know a few pivot scripts including one of my first 
Mel scripts 
Martin
Sent from my iPhone

> On 2016/01/14, at 8:26, Ed Schiffer  wrote:
> 
> isn't there a plugin to facilitate all these transforms  already?!?
> 
>> On 6 November 2015 at 18:22, Pierre Schiller 
>>  wrote:
>> HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.
>> 
>>> On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel  wrote:
>>> When I'm forced to work in maya, I make a point to watch that video at 
>>> least once every morning, and twice after every crash.. it keeps me insane 
>>> ;)  which is perfect for working in maya
>>> G
>>> 
 On 06/11/2015 09:50, Christian Keller wrote:
 That explains a lot ;)
 
 --
 Christian Keller 
 Visual effects|direction
 m  +49 179 69 36 248
 
 chris3...@me.com
 Vimeo.com/channels/96149
 
 Am 04.11.2015 um 17:43 schrieb Gerbrand Nel :
 
> Agreed...
> Rather watch this.
> https://www.youtube.com/watch?v=KmtzQCSh6xk
> It makes more sense.
> G
>> On 04/11/2015 18:13, Sebastien Sterling wrote:
>> This is actually quite sickening to watch, but cheers Francois, at least 
>> we know what we are dealing with.
>> 
>>> On 4 November 2015 at 15:46, Francois Lord  wrote:
>>> Does this help?
>>> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b
>>> 
>>> 
 On 2015-11-04 09:34, Byron Nash wrote:
 I'm trying to get some objects zero-ed out in Maya but keep running 
 into what I assume is a paradigm difference between how Maya and Soft 
 handle center points and transforms. In Soft, I can move the 
 center/pivot and it will change the transform values. So, I can reset 
 the center to be in the middle of the geometry and then zero the 
 position to get the object to snap back to the world center or parent 
 center. In Maya, moving the pivot does not seem to change the 
 transform of the object when you move the pivot. So I can't then zero 
 the values and get the objects to return to zero. Sometimes, the 
 object and it's center are clearly NOT at zero but that's  
what the values say. There are some Local Space/World space 
 values in the attribute editor, but I can't figure out how to get 
 things reset properly.
 
 Any help from a Softimage perspective is appreciated.
>> 
>> 
>> 
>> -- 
>> Portfolio 2013
>> Cinema & TV production
>> Video Reel
> 
> 
> 
> -- 
> www.edschiffer.com


Re: Please explain Maya pivot points to a Softimage thinker

2016-01-13 Thread Ed Schiffer
isn't there a plugin to facilitate all these transforms already?!?

On 6 November 2015 at 18:22, Pierre Schiller  wrote:

> HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.
>
> On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel  wrote:
>
>> When I'm forced to work in maya, I make a point to watch that video at
>> least once every morning, and twice after every crash.. it keeps me insane
>> ;)  which is perfect for working in maya
>> G
>>
>> On 06/11/2015 09:50, Christian Keller wrote:
>>
>> That explains a lot ;)
>>
>> --
>> Christian Keller
>> Visual effects|direction
>> m  +49 179 69 36 248
>>
>> chris3...@me.com
>> Vimeo.com/channels/96149 
>>
>> Am 04.11.2015 um 17:43 schrieb Gerbrand Nel < 
>> nagv...@gmail.com>:
>>
>> Agreed...
>> Rather watch this.
>> https://www.youtube.com/watch?v=KmtzQCSh6xk
>> It makes more sense.
>> G
>> On 04/11/2015 18:13, Sebastien Sterling wrote:
>>
>> This is actually quite sickening to watch, but cheers Francois, at least
>> we know what we are dealing with.
>>
>> On 4 November 2015 at 15:46, Francois Lord < 
>> flordli...@gmail.com> wrote:
>>
>>> Does this help?
>>> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b
>>>
>>>
>>> On 2015-11-04 09:34, Byron Nash wrote:
>>>
 I'm trying to get some objects zero-ed out in Maya but keep running
 into what I assume is a paradigm difference between how Maya and Soft
 handle center points and transforms. In Soft, I can move the center/pivot
 and it will change the transform values. So, I can reset the center to be
 in the middle of the geometry and then zero the position to get the object
 to snap back to the world center or parent center. In Maya, moving the
 pivot does not seem to change the transform of the object when you move the
 pivot. So I can't then zero the values and get the objects to return to
 zero. Sometimes, the object and it's center are clearly NOT at zero but
 that's what the values say. There are some Local Space/World space values
 in the attribute editor, but I can't figure out how to get things reset
 properly.

 Any help from a Softimage perspective is appreciated.

>>>
>>>
>>
>>
>>
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>



-- 
www.edschiffer.com


Re: Please explain Maya pivot points to a Softimage thinker

2015-11-06 Thread Martin Yara
Softimage has a pivot and a center.

Maya doesn't have a center concept, only pivot.
Well, it actually has 2 pivots: rotation + translation and scale and these
pivot positions can be found in your Attribute Editor.
These pivots don't have orientation values, only position. Curiously
Softimage pivot have a rotation value in the menu, it just doesn't do
anything.

You can move them independiently from this attribute editor, or
simultaneously with Ins or D in the viewport just like you do it in
Softimage.

Maya's pivot, just like Softimage pivot can't be rotated.

Softimage's pivot follows the center rotation but Maya doesn't have a
center to be rotated.
What you do with Ins and the light blue icon is change the Translate tool
axis to a custom axis and rotate it.
Something like the Reference Transform option in Softimage.
The object properties aren't changed at all.

You do have a "Rotate axis" in the Attribute Editor that can be used with a
negative rotation value to make it something like a Neutral Pose only for
rotation, so you have a different orientation only for rotation. I'm not
sure how useful is this, I prefer not to mess with Rotate Axis.

Martin



On Fri, Nov 6, 2015 at 4:50 PM, Christian Keller  wrote:

> That explains a lot ;)
>
> --
> Christian Keller
> Visual effects|direction
> m  +49 179 69 36 248
>
> chris3...@me.com
> Vimeo.com/channels/96149 
>
> Am 04.11.2015 um 17:43 schrieb Gerbrand Nel :
>
> Agreed...
> Rather watch this.
> https://www.youtube.com/watch?v=KmtzQCSh6xk
> It makes more sense.
> G
> On 04/11/2015 18:13, Sebastien Sterling wrote:
>
> This is actually quite sickening to watch, but cheers Francois, at least
> we know what we are dealing with.
>
> On 4 November 2015 at 15:46, Francois Lord  wrote:
>
>> Does this help?
>> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b
>>
>>
>> On 2015-11-04 09:34, Byron Nash wrote:
>>
>>> I'm trying to get some objects zero-ed out in Maya but keep running into
>>> what I assume is a paradigm difference between how Maya and Soft handle
>>> center points and transforms. In Soft, I can move the center/pivot and it
>>> will change the transform values. So, I can reset the center to be in the
>>> middle of the geometry and then zero the position to get the object to snap
>>> back to the world center or parent center. In Maya, moving the pivot does
>>> not seem to change the transform of the object when you move the pivot. So
>>> I can't then zero the values and get the objects to return to zero.
>>> Sometimes, the object and it's center are clearly NOT at zero but that's
>>> what the values say. There are some Local Space/World space values in the
>>> attribute editor, but I can't figure out how to get things reset properly.
>>>
>>> Any help from a Softimage perspective is appreciated.
>>>
>>
>>
>
>


Re: Please explain Maya pivot points to a Softimage thinker

2015-11-06 Thread Cesar Saez
It's super useful!
There are plenty of times on rigging where you need to keep position
fcurves orthogonal to the world/origin (in a way that forward or up is
defined by an unique fcurve) while the neutral/bind pose is non-orthogonal
(typically IK limbs... but the concept is applicable to everything).

Regards,
Cesar

You do have a "Rotate axis" in the Attribute Editor that can be used with a
> negative rotation value to make it something like a Neutral Pose only for
> rotation, so you have a different orientation only for rotation. I'm not
> sure how useful is this, I prefer not to mess with Rotate Axis.
>
> Martin
>
>


Re: Please explain Maya pivot points to a Softimage thinker

2015-11-06 Thread Gerbrand Nel
When I'm forced to work in maya, I make a point to watch that video at 
least once every morning, and twice after every crash.. it keeps me 
insane ;) which is perfect for working in maya

G
On 06/11/2015 09:50, Christian Keller wrote:

That explains a lot ;)

--
Christian Keller
Visual effects|direction
m  +49 179 69 36 248

chris3...@me.com 
Vimeo.com/channels/96149 

Am 04.11.2015 um 17:43 schrieb Gerbrand Nel >:



Agreed...
Rather watch this.
https://www.youtube.com/watch?v=KmtzQCSh6xk
It makes more sense.
G
On 04/11/2015 18:13, Sebastien Sterling wrote:
This is actually quite sickening to watch, but cheers Francois, at 
least we know what we are dealing with.


On 4 November 2015 at 15:46, Francois Lord > wrote:


Does this help?
https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b



On 2015-11-04 09:34, Byron Nash wrote:

I'm trying to get some objects zero-ed out in Maya but keep
running into what I assume is a paradigm difference between
how Maya and Soft handle center points and transforms. In
Soft, I can move the center/pivot and it will change the
transform values. So, I can reset the center to be in the
middle of the geometry and then zero the position to get the
object to snap back to the world center or parent center. In
Maya, moving the pivot does not seem to change the transform
of the object when you move the pivot. So I can't then zero
the values and get the objects to return to zero. Sometimes,
the object and it's center are clearly NOT at zero but
that's what the values say. There are some Local Space/World
space values in the attribute editor, but I can't figure out
how to get things reset properly.

Any help from a Softimage perspective is appreciated.









Re: Please explain Maya pivot points to a Softimage thinker

2015-11-06 Thread Pierre Schiller
HHAHAHHAHAHA. "twice after every crash", it "crashed me" hahhahhahahha.

On Fri, Nov 6, 2015 at 9:46 AM, Gerbrand Nel  wrote:

> When I'm forced to work in maya, I make a point to watch that video at
> least once every morning, and twice after every crash.. it keeps me insane
> ;)  which is perfect for working in maya
> G
>
> On 06/11/2015 09:50, Christian Keller wrote:
>
> That explains a lot ;)
>
> --
> Christian Keller
> Visual effects|direction
> m  +49 179 69 36 248
>
> chris3...@me.com
> Vimeo.com/channels/96149 
>
> Am 04.11.2015 um 17:43 schrieb Gerbrand Nel < 
> nagv...@gmail.com>:
>
> Agreed...
> Rather watch this.
> https://www.youtube.com/watch?v=KmtzQCSh6xk
> It makes more sense.
> G
> On 04/11/2015 18:13, Sebastien Sterling wrote:
>
> This is actually quite sickening to watch, but cheers Francois, at least
> we know what we are dealing with.
>
> On 4 November 2015 at 15:46, Francois Lord < 
> flordli...@gmail.com> wrote:
>
>> Does this help?
>> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b
>>
>>
>> On 2015-11-04 09:34, Byron Nash wrote:
>>
>>> I'm trying to get some objects zero-ed out in Maya but keep running into
>>> what I assume is a paradigm difference between how Maya and Soft handle
>>> center points and transforms. In Soft, I can move the center/pivot and it
>>> will change the transform values. So, I can reset the center to be in the
>>> middle of the geometry and then zero the position to get the object to snap
>>> back to the world center or parent center. In Maya, moving the pivot does
>>> not seem to change the transform of the object when you move the pivot. So
>>> I can't then zero the values and get the objects to return to zero.
>>> Sometimes, the object and it's center are clearly NOT at zero but that's
>>> what the values say. There are some Local Space/World space values in the
>>> attribute editor, but I can't figure out how to get things reset properly.
>>>
>>> Any help from a Softimage perspective is appreciated.
>>>
>>
>>
>
>
>


-- 
Portfolio 2013 
Cinema & TV production
Video Reel 


Re: Please explain Maya pivot points to a Softimage thinker

2015-11-05 Thread Christian Keller
That explains a lot ;)

--
Christian Keller 
Visual effects|direction
m  +49 179 69 36 248

chris3...@me.com
Vimeo.com/channels/96149

> Am 04.11.2015 um 17:43 schrieb Gerbrand Nel :
> 
> Agreed...
> Rather watch this.
> https://www.youtube.com/watch?v=KmtzQCSh6xk
> It makes more sense.
> G
>> On 04/11/2015 18:13, Sebastien Sterling wrote:
>> This is actually quite sickening to watch, but cheers Francois, at least we 
>> know what we are dealing with.
>> 
>>> On 4 November 2015 at 15:46, Francois Lord  wrote:
>>> Does this help?
>>> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b
>>> 
>>> 
 On 2015-11-04 09:34, Byron Nash wrote:
 I'm trying to get some objects zero-ed out in Maya but keep running into 
 what I assume is a paradigm difference between how Maya and Soft handle 
 center points and transforms. In Soft, I can move the center/pivot and it 
 will change the transform values. So, I can reset the center to be in the 
 middle of the geometry and then zero the position to get the object to 
 snap back to the world center or parent center. In Maya, moving the pivot 
 does not seem to change the transform of the object when you move the 
 pivot. So I can't then zero the values and get the objects to return to 
 zero. Sometimes, the object and it's center are clearly NOT at zero but 
 that's what the values say. There are some Local Space/World space values 
 in the attribute editor, but I can't figure out how to get things reset 
 properly.
 
 Any help from a Softimage perspective is appreciated.
> 


Re: Please explain Maya pivot points to a Softimage thinker

2015-11-04 Thread Mirko Jankovic
Actually SI got it right.. maya messed up ton of things but pushed them as
a norm ;)

On Wed, Nov 4, 2015 at 4:28 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

> Byron,
>
>
>
> You’re interpreting this correctly. I’m guessing that you’ve moved the
> pivot for a particular rotation behavior now you want that pivot to zero to
> another object. But when you zero object translation its not moving the
> pivot (and object) to align the pivot to its parent. This is normal. Maya
> pivots do not have a 1:1 relationship to the way Softimage works.
>
>
>
> Pivots in Maya are typically used for scale and rotation adjustment.
> Unlike Soft which also includes position. However, it’s just easier to
> “ignore” the pivot altogether and create a hierarchy from nulls. Use this
> hierarchy to manage your articulations and respective locations. For
> example:
>
>
>
> Make a new null for every position/pivot offset you need. Leave the actual
> pivots alone. Rely on them to insure zero relativity.
>
>  Null_Position
>
> Null_position_offset
>
> Null_Rotate
>
> Null_whatever
>
>
> Null_geometry
>
>
>
>
>
> Reposition the relevant nulls to accomplish the articulations that you
> require. Place the geometry at the end of the cascade. If you need to make
> adjustment in the middle, remove everything after the node you want to
> adjust, change its translation, and then put the rest of the hierarchy back
> under that node. Unparent becomes your friend. Working from a null
> hierarchy like this gives you more control, but is more time consuming and
> structure intensive. It is also more reliable upon export. But you will
> find it easier to work with.
>
>
>
> Softimage spoiled us.
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES II)
>
> Science Systems and Applications Inc. (SSAI)
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash
> *Sent:* Wednesday, November 04, 2015 9:34 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Please explain Maya pivot points to a Softimage thinker
>
>
>
> I'm trying to get some objects zero-ed out in Maya but keep running into
> what I assume is a paradigm difference between how Maya and Soft handle
> center points and transforms. In Soft, I can move the center/pivot and it
> will change the transform values. So, I can reset the center to be in the
> middle of the geometry and then zero the position to get the object to snap
> back to the world center or parent center. In Maya, moving the pivot does
> not seem to change the transform of the object when you move the pivot. So
> I can't then zero the values and get the objects to return to zero.
> Sometimes, the object and it's center are clearly NOT at zero but that's
> what the values say. There are some Local Space/World space values in the
> attribute editor, but I can't figure out how to get things reset properly.
>
>
>
> Any help from a Softimage perspective is appreciated.
>


Re: Please explain Maya pivot points to a Softimage thinker

2015-11-04 Thread Francois Lord

Does this help?
https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b

On 2015-11-04 09:34, Byron Nash wrote:
I'm trying to get some objects zero-ed out in Maya but keep running 
into what I assume is a paradigm difference between how Maya and Soft 
handle center points and transforms. In Soft, I can move the 
center/pivot and it will change the transform values. So, I can reset 
the center to be in the middle of the geometry and then zero the 
position to get the object to snap back to the world center or parent 
center. In Maya, moving the pivot does not seem to change the 
transform of the object when you move the pivot. So I can't then zero 
the values and get the objects to return to zero. Sometimes, the 
object and it's center are clearly NOT at zero but that's what the 
values say. There are some Local Space/World space values in the 
attribute editor, but I can't figure out how to get things reset 
properly.


Any help from a Softimage perspective is appreciated.




RE: Please explain Maya pivot points to a Softimage thinker

2015-11-04 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Byron,

You’re interpreting this correctly. I’m guessing that you’ve moved the pivot 
for a particular rotation behavior now you want that pivot to zero to another 
object. But when you zero object translation its not moving the pivot (and 
object) to align the pivot to its parent. This is normal. Maya pivots do not 
have a 1:1 relationship to the way Softimage works.

Pivots in Maya are typically used for scale and rotation adjustment. Unlike 
Soft which also includes position. However, it’s just easier to “ignore” the 
pivot altogether and create a hierarchy from nulls. Use this hierarchy to 
manage your articulations and respective locations. For example:

Make a new null for every position/pivot offset you need. Leave the actual 
pivots alone. Rely on them to insure zero relativity.
 Null_Position
Null_position_offset
Null_Rotate
Null_whatever
Null_geometry


Reposition the relevant nulls to accomplish the articulations that you require. 
Place the geometry at the end of the cascade. If you need to make adjustment in 
the middle, remove everything after the node you want to adjust, change its 
translation, and then put the rest of the hierarchy back under that node. 
Unparent becomes your friend. Working from a null hierarchy like this gives you 
more control, but is more time consuming and structure intensive. It is also 
more reliable upon export. But you will find it easier to work with.

Softimage spoiled us.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
Sent: Wednesday, November 04, 2015 9:34 AM
To: softimage@listproc.autodesk.com
Subject: Please explain Maya pivot points to a Softimage thinker

I'm trying to get some objects zero-ed out in Maya but keep running into what I 
assume is a paradigm difference between how Maya and Soft handle center points 
and transforms. In Soft, I can move the center/pivot and it will change the 
transform values. So, I can reset the center to be in the middle of the 
geometry and then zero the position to get the object to snap back to the world 
center or parent center. In Maya, moving the pivot does not seem to change the 
transform of the object when you move the pivot. So I can't then zero the 
values and get the objects to return to zero. Sometimes, the object and it's 
center are clearly NOT at zero but that's what the values say. There are some 
Local Space/World space values in the attribute editor, but I can't figure out 
how to get things reset properly.

Any help from a Softimage perspective is appreciated.


Re: Please explain Maya pivot points to a Softimage thinker

2015-11-04 Thread Gerbrand Nel

Agreed...
Rather watch this.
https://www.youtube.com/watch?v=KmtzQCSh6xk
It makes more sense.
G
On 04/11/2015 18:13, Sebastien Sterling wrote:
This is actually quite sickening to watch, but cheers Francois, at 
least we know what we are dealing with.


On 4 November 2015 at 15:46, Francois Lord > wrote:


Does this help?
https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b


On 2015-11-04 09:34, Byron Nash wrote:

I'm trying to get some objects zero-ed out in Maya but keep
running into what I assume is a paradigm difference between
how Maya and Soft handle center points and transforms. In
Soft, I can move the center/pivot and it will change the
transform values. So, I can reset the center to be in the
middle of the geometry and then zero the position to get the
object to snap back to the world center or parent center. In
Maya, moving the pivot does not seem to change the transform
of the object when you move the pivot. So I can't then zero
the values and get the objects to return to zero. Sometimes,
the object and it's center are clearly NOT at zero but that's
what the values say. There are some Local Space/World space
values in the attribute editor, but I can't figure out how to
get things reset properly.

Any help from a Softimage perspective is appreciated.







Re: Please explain Maya pivot points to a Softimage thinker

2015-11-04 Thread Sebastien Sterling
This is actually quite sickening to watch, but cheers Francois, at least we
know what we are dealing with.

On 4 November 2015 at 15:46, Francois Lord  wrote:

> Does this help?
> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b
>
>
> On 2015-11-04 09:34, Byron Nash wrote:
>
>> I'm trying to get some objects zero-ed out in Maya but keep running into
>> what I assume is a paradigm difference between how Maya and Soft handle
>> center points and transforms. In Soft, I can move the center/pivot and it
>> will change the transform values. So, I can reset the center to be in the
>> middle of the geometry and then zero the position to get the object to snap
>> back to the world center or parent center. In Maya, moving the pivot does
>> not seem to change the transform of the object when you move the pivot. So
>> I can't then zero the values and get the objects to return to zero.
>> Sometimes, the object and it's center are clearly NOT at zero but that's
>> what the values say. There are some Local Space/World space values in the
>> attribute editor, but I can't figure out how to get things reset properly.
>>
>> Any help from a Softimage perspective is appreciated.
>>
>
>


Re: Please explain Maya pivot points to a Softimage thinker

2015-11-04 Thread Pierre Schiller
passed on as "standard" modo errs and so does blender. So either just
copycat instead of rationalize it like softimage.
"move CENTER to vertices" <- does it gets much clearer than that?
Also, the setup idea based on dummies hierarchies, was the solution since
3dsmax DOS was out. So why implement
it as "standard".  Modo and blender works in the same way for everything.
Yeah...I want to see what good does a "pivot" does
on an IK chain...

mumbling...


On Wed, Nov 4, 2015 at 11:43 AM, Gerbrand Nel  wrote:

> Agreed...
> Rather watch this.
> https://www.youtube.com/watch?v=KmtzQCSh6xk
> It makes more sense.
> G
>
> On 04/11/2015 18:13, Sebastien Sterling wrote:
>
> This is actually quite sickening to watch, but cheers Francois, at least
> we know what we are dealing with.
>
> On 4 November 2015 at 15:46, Francois Lord  wrote:
>
>> Does this help?
>> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b
>>
>>
>> On 2015-11-04 09:34, Byron Nash wrote:
>>
>>> I'm trying to get some objects zero-ed out in Maya but keep running into
>>> what I assume is a paradigm difference between how Maya and Soft handle
>>> center points and transforms. In Soft, I can move the center/pivot and it
>>> will change the transform values. So, I can reset the center to be in the
>>> middle of the geometry and then zero the position to get the object to snap
>>> back to the world center or parent center. In Maya, moving the pivot does
>>> not seem to change the transform of the object when you move the pivot. So
>>> I can't then zero the values and get the objects to return to zero.
>>> Sometimes, the object and it's center are clearly NOT at zero but that's
>>> what the values say. There are some Local Space/World space values in the
>>> attribute editor, but I can't figure out how to get things reset properly.
>>>
>>> Any help from a Softimage perspective is appreciated.
>>>
>>
>>
>
>


-- 
Portfolio 2013 
Cinema & TV production
Video Reel 


Re: Please explain Maya pivot points to a Softimage thinker

2015-11-04 Thread Olivier Jeannel
LOL !

On Wed, Nov 4, 2015 at 5:43 PM, Gerbrand Nel  wrote:

> Agreed...
> Rather watch this.
> https://www.youtube.com/watch?v=KmtzQCSh6xk
> It makes more sense.
> G
>
> On 04/11/2015 18:13, Sebastien Sterling wrote:
>
> This is actually quite sickening to watch, but cheers Francois, at least
> we know what we are dealing with.
>
> On 4 November 2015 at 15:46, Francois Lord  wrote:
>
>> Does this help?
>> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b
>>
>>
>> On 2015-11-04 09:34, Byron Nash wrote:
>>
>>> I'm trying to get some objects zero-ed out in Maya but keep running into
>>> what I assume is a paradigm difference between how Maya and Soft handle
>>> center points and transforms. In Soft, I can move the center/pivot and it
>>> will change the transform values. So, I can reset the center to be in the
>>> middle of the geometry and then zero the position to get the object to snap
>>> back to the world center or parent center. In Maya, moving the pivot does
>>> not seem to change the transform of the object when you move the pivot. So
>>> I can't then zero the values and get the objects to return to zero.
>>> Sometimes, the object and it's center are clearly NOT at zero but that's
>>> what the values say. There are some Local Space/World space values in the
>>> attribute editor, but I can't figure out how to get things reset properly.
>>>
>>> Any help from a Softimage perspective is appreciated.
>>>
>>
>>
>
>


Re: Please explain Maya pivot points to a Softimage thinker

2015-11-04 Thread Byron Nash
Thanks for clearing that up. At least I know I'm not doing it wrong. That
youtube clip has "the workaround" demonstrated. It's clear that this is
just ingrained in the Maya users workflow. I asked a few around me how to
do what I needed to do and everyone just looked confused.

Needs to have a "make it work like Softimage" mode.

One new things I saw in that tutorial was the Snap Together Tool. That's
pretty cool. Will definitely be using that.

On Wed, Nov 4, 2015 at 12:02 PM, Olivier Jeannel 
wrote:

> LOL !
>
> On Wed, Nov 4, 2015 at 5:43 PM, Gerbrand Nel  wrote:
>
>> Agreed...
>> Rather watch this.
>> https://www.youtube.com/watch?v=KmtzQCSh6xk
>> It makes more sense.
>> G
>>
>> On 04/11/2015 18:13, Sebastien Sterling wrote:
>>
>> This is actually quite sickening to watch, but cheers Francois, at least
>> we know what we are dealing with.
>>
>> On 4 November 2015 at 15:46, Francois Lord  wrote:
>>
>>> Does this help?
>>> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b
>>>
>>>
>>> On 2015-11-04 09:34, Byron Nash wrote:
>>>
 I'm trying to get some objects zero-ed out in Maya but keep running
 into what I assume is a paradigm difference between how Maya and Soft
 handle center points and transforms. In Soft, I can move the center/pivot
 and it will change the transform values. So, I can reset the center to be
 in the middle of the geometry and then zero the position to get the object
 to snap back to the world center or parent center. In Maya, moving the
 pivot does not seem to change the transform of the object when you move the
 pivot. So I can't then zero the values and get the objects to return to
 zero. Sometimes, the object and it's center are clearly NOT at zero but
 that's what the values say. There are some Local Space/World space values
 in the attribute editor, but I can't figure out how to get things reset
 properly.

 Any help from a Softimage perspective is appreciated.

>>>
>>>
>>
>>
>